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DND 5e Homebrew Rules

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Bonus Action Spells: Casting a 2nd level or lower spell as a bonus action will not prevent you

from casting higher level spells that turn with any available actions you have. If you cast a spell
that requires an action, your bonus action spells.

Bonus Feat: Each character gets an extra feat at first level. No additional restrictions on the feat.
Variant Human allowed.

Bonus Languages/Tools: Your character knows a number of additional languages or tool


proficiencies equal to their Int bonus at first level.

Drawing Weapons: You can draw or stow two one-handed weapons when you would normally
be able to draw or stow only one by default provided you are proficient in the weapons.

Downtime Training: Over the course of the entire Campaign/Career of the adventuring party. I
allow each character to learn 2 additional skills (Using the Xanathars training rules.) and 4
different tools/languages (using the same xanathars rules.) I also allow a single feat to be
learned this way as well (this requires three times the amount of time and by extension money.)
Skill/tool/language requires (10 - int) workweeks and 25sp* per workweek. A feat takes (30 - Int)
workweeks and the same cost per workweek. Convert SP to GP if not using silver standard

Magic item Attunement: Characters are able to attune to up to four magic items, rather than the
standard three.

Max HP: Players, NPC's, Monsters. Everything gets Max HP.

Racial Ability Score Inverse: A player can have their character's racial ability score bonuses
inverted. The +2 becomes a +1 and a +1 becomes a +2.

Revised Flanking: When a creature and at least one of its allies are adjacent to an enemy and
on opposite sides or corners of the enemy's space, they flank that enemy, and each of them has
a +2 bonus to hit. A creature that is being flanked cannot flank other creatures.

Revised Healing Potions: A character can consume a healing potion by either using their action
or bonus action. If a bonus action is used to do so, roll the dice for healing as you would
normally. If you use an action however, you heal the maximum result instead. Feeding another
character a potion is always an action but also heals the full amount as well. If you have the fast
hands feature, you can consume and feed others the healing potion a bonus action and still
get/grant the maximized healing as a result.

Revised Knowledge Checks: Characters use their passive knowledge scores to determine what
they know about a general creature when they first encounter it. If this isn't enough to net them
information, or they feel the need for more, they're allowed a single knowledge check per
encounter as a bonus action to gain more info. (The duration between checks can sometimes
be extended depending on the frequency of the encounter as determined by the DM.)

As a baseline assumption use the following, though a DM may require different checks to net
different info for certain creatures.

Arcana: Aberrations, Constructs, Dragons, Oozes

History: Humanoids, Giants, Monstrosities

Nature: Beasts, Elementals, Fey, Plants,

Religion: Celestials, Fiends, Undead

Revised Scroll Use: Anyone can use a scroll and using one requires a DC 10 + Spell level
arcana check to use (the ability score is determined by the casting stat of the scrolls creator if
you don't have the spellcasting or pact magic feature.) The ability check is based on the
spellcasting stat of the scrolls creator. If you can prepare the spell, you don't need to make this
check and can simply cast it. Furthermore, using a scroll requires the same action as the spell's
regular casting instead of always requiring an action. Use Magic device for the thief now just lets
you use scrolls without a check.

Short Rests: A short rest is a 30 minute period of rest rather than an hour. (Alternatively
considering 10 minutes)

Secret Death Saves: Player characters roll their death saves privately/whisper them with the
DM. An attempted medicine check, regardless of success to stabilize, reveals the current saves
and fails for death saves.

Silver Standard: Silver is the standard coin of trade rather than gold. The costs of items and
gear in the books is converted down a coin tier (Platinum to Gold, Gold to Silver, Silver to
Copper.) 100 Copper is a Silver, 100 Silver is a Gold, 100 gold is a platinum. There is no
Electrum as a currency.

Spending Inspiration: When you spend inspiration you can reroll an existing roll your character
has made. You choose whether or not you take the better or worse result from this reroll
regardless if the roll in question was made with advantage or disadvantage. The player is in sole
control of when they spend their inspiration and the result they take.

Under Consideration
Better Saving Throws: Saving throws that you;re not proficient in get half your proficiency as a
bonus. Not playtested.

Thoughts: Seems like a good way to address some of the saving throw disparity across high
levels. Still untested.

Deadly Criticals: Rather than doubling your dice on a crit, you maximize your regular dice
damage and roll the critical dice. Longsword crit goes from (2d8 + Str) to (8 + 1d8 + Str.)
Thoughts: I used to run this, but sometimes the damage can get a little to good, and I'm not
satisfied using it without applying it evenly. Without Max HP felt a bit too lethal and beyond
reasonable recovery.

Power Attack: When making an attack with a ranged or melee weapon that lacks the light
property, a creature may take a penalty to hit equal to half their proficiency bonus (rounded
down), to deal bonus damage equal to twice that of the penalty taken. Not Play Tested

Thoughts: Something I plan on testing to try to help out some sword and board playstyles,
without invalidating two-handed weapon. I also miss power attacking from previous editions and
don't always wanna use two handers to do so.

Exhaustion: For each level of exhaustion you receive -2 to all d20 rolls, reduce your spell DC by
-2, and reduce your speed by 5'. On the 6th stack of exhaustion, you die.

Exhaustion, Light: For each level of exhaustion you receive -1 to all d20 rolls and reduce your
spell DC by -1. On the 11th stack of exhaustion, you die. (Potentially every 2 levels of
exhaustion reduces speed by 5')

Ways to Heal Exhaustion:


-Reduce exhastion level by 1 during a short rest
-Reduce exhastion level by full during a long rest
or
-Reduce exhaustion level by 1 with Lesser Restoration
-Reduce exhaustion level by full with Greater Restoration

Adrenaline Rush: A player can reroll one d20 roll in exchange for taking 1 stack of exhaustion
after the reroll.

Healthy Level Ups: When you roll for HP if you roll less than the average of the value of the die,
you instead use the average value, rounded up.

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